Ion's Modern and Sci-Fi Homebrew Mishmash

Armor

Armor

Armor both reduces the chance of an attack to hit you, as well as reducing the damage taken from the attack. When an attack beats your Defense score reduce the damage taken by the value provided in the armor’s entry.

DR: This is how much an armor reduces physical damage if an attack hits the wearer.

ER: This is by how much an armor reduces energy damage if an attack hits the wearer.

RR: This is the number of levels by which this armor reduces radiation exposure.

DEX: This number is the maximum Dexterity bonus to Defense that this type of armor allows. Dexterity bonuses in excess of this number are reduced to this number for the purposes of determining the wearer’s Defense.

ACP: A character wearing this armor takes a penalty to acrobatics, climb, ride, and swim checks equal to this number. This penalty stacks with that from shields and encumbrance. Movement speed penalties for all armor are eliminated if the armor check penalty is reduced to -0. You cannot run in heavy armor unless the check penalty is -0.

Light Armor

Value

Defense

DR

ER

RR

DEX

ACP

Speed

Weight

Biker armor

30

+1

1

—

—

—

-1

30 ft.

5 lbs.

Reinforced

130

+2

1

1

—

—

-1

30 ft.

7 lbs.

Leather armor

40

+2

1

—

—

+6

-1

30 ft.

13 lbs.

Reinforced

140

+3

1

1

—

+6

-1

30 ft.

16 lbs.

Mirelurk Shell

440

+4

2

1

—

+6

-1

30 ft.

18 lbs.

Radscorpion Shell

940

+5

2

2

—

+6

-1

30 ft.

20 lbs.

Mireking Shell

1,640

+6

3

2

—

+6

-1

30 ft.

22 lbs.

Deathclaw Hide

2,540

+7

4

3

—

+6

-1

30 ft.

24 lbs.

Security armor

60

+2

2

1

—

+6

-1

30 ft.

7 lbs.

Reinforced

160

+3

2

2

—

+6

-1

30 ft.

9 lbs.

Medium Armor

Value

Defense

DR

ER

RR

DEX

ACP

Speed

Weight

Scrap armor

45

+3

2

1

—

+5

-2

25 ft.

19 lbs.

Welded

145

+4

2

2

—

+5

-2

25 ft.

21 lbs.

Tempered

445

+5

3

2

—

+5

-2

25 ft.

23 lbs.

Hardened

945

+6

3

3

—

+5

-2

25 ft.

25 lbs.

Buttressed

1,645

+7

4

3

—

+5

-2

25 ft.

27 lbs.

Riot gear

110

+4

3

3

—

+4

-2

25 ft.

22 lbs.

Advanced

210

+6

4

4

—

+4

-2

25 ft.

27 lbs.

Elite

510

+8

5

5

—

+4

-2

25 ft.

32 lbs.

Combat armor

185

+5

4

4

—

+3

-2

25 ft.

22 lbs.

Reinforced

285

+6

5

5

—

+3

-2

25 ft.

27 lbs.

Fiberglass

585

+7

5

5

—

+3

-2

25 ft.

32 lbs.

Polymer

1,085

+8

5

5

—

+3

-2

25 ft.

37 lbs.

Plastic armor

230

+6

3

5

—

+3

-2

25 ft.

22 lbs.

Laminated

330

+7

3

5

—

+3

-2

25 ft.

24 lbs.

Resin

630

+8

4

5

—

+3

-2

25 ft.

26 lbs.

Microcarbon

1,130

+9

5

5

—

+3

-2

25 ft.

28 lbs.

Nanofiliment

1,830

+10

6

5

—

+3

-2

25 ft.

30 lbs.

Heavy Armor

Value

Defense

DR

ER

RR

DEX

ACP

Speed

Weight

Metal armor

200

+7

3

3

—

+1

-3

20 ft.

26 lbs.

Reinforced

300

+8

3

4

—

+1

-3

20 ft.

31 lbs.

Titanium

600

+9

4

4

—

+1

-3

20 ft.

36 lbs.

Power Armor

Value

Defense

DR

ER

RR

DEX

ACP

Speed

Weight

Scrap Power Armor

800

+8

4

4

1

+1

-10

30 ft.

69 lbs.

Welded

900

+9

5

5

1

+1

-10

30 ft.

69 lbs.

Tempered

1,200

+10

5

5

1

+1

-10

30 ft.

69 lbs.

Hardened

1,700

+11

5

5

1

+1

-10

30 ft.

69 lbs.

T‑45 Power Armor

1,200

+9

5

5

2

+1

-9

30 ft.

62 lbs.

B Series

1,300

+10

5

5

2

+1

-9

30 ft.

62 lbs.

C Series

1,600

+11

5

5

2

+1

-9

30 ft.

62 lbs.

D Series

2,100

+12

5

5

2

+1

-9

30 ft.

62 lbs.

T‑51 Power Armor

1,560

+10

5

5

2

+1

-8

30 ft.

62 lbs.

B Series

1,660

+11

5

5

2

+1

-8

30 ft.

62 lbs.

C Series

1,960

+12

5

5

2

+1

-8

30 ft.

62 lbs.

D Series

2,460

+13

5

5

2

+1

-8

30 ft.

62 lbs.

T‑60 Power Armor

4,200

+11

5

5

3

+1

-7

30 ft.

62 lbs.

B Series

4,300

+12

5

5

3

+1

-7

30 ft.

62 lbs.

C Series

4,600

+13

5

5

3

+1

-7

30 ft.

62 lbs.

D Series

5,100

+14

5

5

3

+1

-7

30 ft.

62 lbs.

Biker Armor: Made out of leather and shaped foam padding, biker armor provides only the most basic protection, and many adventurers soon ditch it for better forms of armor. Example image.

Security Armor: Security armor was designed for day to day use by law enforcement and private security personnel. It consists of ceramic plates sandwhiched between layers of kevlar. Example image.

Scrap Armor: Scrap armor consists of various bits of metal, ceramic, leather, and foam. It is a mish-mash of bits of other armor, various thick or sturdy materials, and possibly lots of duct tape and a prayer. Example image.

Riot Armor: Riot armor is essentially a sleek, form fitting version of combat armor with strips of kevlar covering the joints, it was used by police officers in the last days before the wear to subdue riots and civil unrest, especially in the newly annexed Canada and Mexico. Riot armor comes with a gas mask and night vision built into its helmet Example image.

Combat Armor: Consisting of advanced polymer and ceramic plates, combat armor is one of the best forms of protection available out in the wastes. Combat armor helmets come with an inbuilt flashlight. Example image.

Plastic Armor: So called because of its appearance, “plastic” armor was created from very advanced polymers by the scientists of the Commonwealth Institute. Nowadays a few examples of these armors have made their way into the rest of the wastes. Example image.

Power Armor: A suit of power armor uses up the head, chest, body, armor, belt, wrists, hands, and feet slots. Wearing power armor gives the wearer an effective BASE Strength score of 22 no matter what their actual strength score is. A character cannot use disable device, sleight of hand, or perform other tasks that require delicate manipulation while wearing power armor. Except for scrap power armor, all power armor come with an inbuilt air recycling system that functions like a gas mask and rebreather, most power armor also comes with an in-built flashlight whilst X-01 armors come with inbuilt night-vision goggles.

Shields

As for weapons, shields provide differing benefits depending upon your level of proficiency with them (Simple, Martial, or Exotic, as with weapons). Characters who are not proficient with shields gain a flat +1 shield bonus to Defense (regardless of the type of shield), suffer a penalty to all attack rolls equal to the shield’s armor check penalty, and apply the shield’s armor check penalty to all Strength- and Dexterity-based skill checks. Shield bonuses do not apply against firearms or energy weapons.

Buckler/Vambraces 5 caps, +1 Defense, 3 lbs., -1 ACP.
The buckler, or “targe”, is a very small shield that can be strapped to one arm and easily maneuvered. Vambraces are metal forearm guards worn with light armor. For the sake of simplicity, both devices share the same basic game rules.

Simple: You can use a buckler without suffering the non-proficiency penalties noted above. You gain the shield bonus to Defense, but cannot use one hand as long as the buckler is carried. A character with only Simple proficiency gains no particular benefit from vambraces.

Martial: You can also use your shield arm to wield a weapon (whether you are using an off-hand weapon or using your off hand to help wield a two-handed weapon), but you take a –1 penalty on attack rolls while doing so. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons. In any case, if you use a weapon in your off hand, you lose the buckler’s Defense bonus until your next turn.

Exotic: You can freely use both hands and still gain the shield bonus to Defense.

Shield, Heavy 7 caps, +2 Defense, 10 lbs., -2 ACP.
A heavy shield is typically made of hide, wood, or steel, and is large enough to provide substantial protection. You strap the shield to your forearm and grip it with your hand; a heavy shield is so heavy that you can’t use your shield hand for anything else.

Simple: You can use a heavy shield without suffering the normal non-proficiency penalty.

Martial: In addition to the uses listed above, you receive an additional +2 Defebse bonus against missiles (total +4). You can bash with a shield as a one-handed weapon instead of using it for defense; it deals 1d4 bludgeoning damage (20/x2). A spiked heavy shield deals 1d6/19-20 piercing damage instead.

Exotic: As martial proficiency, plus feat (Improved Shield Bash).

Shield, Light 3 caps, +1 Defense, 5 lbs., -1 ACP.
A light shield provides less area of coverage but is more quickly and easily brought to bear than a heavy shield. You strap the shield to your forearm and grip it with your hand.

Simple: You can use a light shield without suffering the normal non-proficiency penalty.

Martial: You carry other items in your shield hand, although you cannot use weapons with it. You can bash an opponent with a light shield, using it as an off-hand weapon. If you use your shield as a weapon, you lose its AC bonus until your next turn. It deals 1d3 bludgeoning damage (20/x2), or 1d4/19-20 with a central spike.

Simple: You can use a tower shield without suffering the normal non-proficiency penalties (see Shields, above), although you still suffer a -2 penalty to attack rolls while using it.

Martial: You do not suffer the standard -2 attack penalty for using the shield, and gain an additional + 2 bonus to Defense against missiles (+ 6 total). By giving up all actions for the round, you can take total cover behind the shield. The shield cannot provide cover against firearms and energy weapons.

Exotic: In addition to the Defense bonus from the shield, you gain a +2 cover bonus to Reflex saves and Evasion (as the rogue class feature). While using the shield as total cover, you have Improved Evasion.

Simple: You can use a riot shield without suffering the normal non-proficiency penalties (see Shields, above), although you still suffer a penalty to attack rolls while using it.

Martial: You do not suffer the standard attack penalty for using the shield, and gain an additional +2 bonus to Defense against improvised weapons. By giving up all actions for the round, you can take total cover behind the shield. The shield cannot provide cover against energy weapons.

Exotic: In addition to the Defense bonus from the shield, you gain a +2 cover bonus to Reflex saves and Evasion (as the rogue class feature). While using the shield as total cover, you have Improved Evasion.

Simple: You can use a tactical shield without suffering the normal non-proficiency penalties (see Shields, above), although you still suffer a penalty to attack rolls while using it.

Martial: You do not suffer the standard attack penalty for using the shield, and gain an additional +2 bonus to Defense against improvised weapons. By giving up all actions for the round, you can take total cover behind the shield.

Exotic: In addition to the Defense bonus from the shield, you gain a +2 cover bonus to Reflex saves and Evasion (as the rogue class feature). While using the shield as total cover, you have Improved Evasion.